Probably even this Valle guy didn’t get it, lol. At least Urien has to charge his +oB CC so I’m ok with him keeping that thing.
Ok, I’m out.
Probably even this Valle guy didn’t get it, lol. At least Urien has to charge his +oB CC so I’m ok with him keeping that thing.
Ok, I’m out.
Other than Kolin’s st. HP, I’m having a hard time thinking of a CC button I actually have a problem with at this point and that’s mainly because of it’s 8f startup, pushback and range. A lot of time it even sets up a whiff punish by itself on block by leaving her right where your safe medium attacks will whiff and then she can just press it again to punish into EX hands. Any closer and she’s probably using buttons that are + on block first, so it’s not wise to challenge.
I used to have a problem with Rashid’s cr. HP, but I don’t really struggle with that one anymore.
If you remove the priority system, mediums will trade with lights when going for frame traps.
You guys want that?
Akuma’s cr.FP should be -2 (so that I can EX DP after it’s blocked ).
Frame data would have to be adjusted of course.
But I don’t expect these big changes at all. I only want a fun Rose for SFV, Samsho hopefully will have good footsies.
It’s not that simple. Akuma’s cr.MP is +3, it would have to be +4 in order to frametrap 3f normals, or you would have to speed up the startup.
Both adjustments would be dumb.
I use ryu and sagat, but i don’t have a problem with any one CC in particular. My main issue comes when i fight a guy whose entire gameplan is CC/dash/jump.
I put out buffered lights or mediums to check 15-17 frame dashes which honestly is me reacting to twitch movement rather than seeing the dash. Lights and fast mediums recover in time to AA if the movement was actually a jump. But the opponents option wheel landed on CC button.
Not because the opponent saw anything or read anything. He just did it the same way they just jump or just dash. Random
Priority system and CC’s ain’t going, would be more easy for Capcom doing another game at this point.
Dunno about EX dp after cr.hp at -2, especially with Akuma, too risky for him if the opponent keeps blocking
It is. But when you hit Abigal with that … the best feeling in the world. Feels like you won a lottery.
They aren’t going to remove the priority system or dramatically alter CCs anyway. At most they’ll change frame data or hitboxes to make some of those buttons worse if a character is already really strong
Why would it dumb? Frame advantage was def made taking the priority system in consideration. Akuma could use st.mk to frame trap anyway.
If they add +1 to most mediums, it would be easier to go for throws.
5f cr.MP would make me not use MK at all, unless they make it 4f move (which would be insane).
You could leave Akuma’s frame data the same if you remove priority system , but that would be a big nerf (he would still be decent atleast).
Do you really think that Capcom has the resources to tweak this per character?
That would take a lot of time.
It would take way too much time to adjust the frame data for everyone in consideration of removing the priority system as opposed to just addressing the few problem CC buttons and maybe giving some better ranged medium buttons to the characters that need it.
It would require a lot of tweaks in frame data to make sense (in the entire cast, not just Akuma), so it’s definitely not happening as I already said.
I do agree that the best way to tone down CC is by buffing mediums (more active frames, less start up), but I can’t see it happening either.
Would everyone be ok if invincible DP’s are given back to specific characters (e.g Ryu) and the majority still needing to spend meter to get full invincibility?
And give Ryu’s ex dp more damage and stun so that there’s reason to use the ex version. (If he gets full invincibility without spending meter)
I like Crush Counters. Just make them 0 to -2 on block. Maybe add a frame or 2 of recovery.
Why Ryu? Ken always had better SRK.
If you give inv DP to a character, he will probably have one CA per round. So, it would need to be doing less damage and EX moves should be worse, as you will not need to spend a bar.
The best compromise imo, and the easiest for Capcom to implement, is priority based on proximity.
You close to the opponent? Priority applies. You further away? It doesn’t. No frame data adjustments required. Heck they already have something like that in the code already; G has a different audio clip for his overhead kick depending on whether he’s within striking distance or not, and it’s not dependent on the proximity box. Just add that condition to the code that handles priority and done.
Capcom won’t do that though.
In my opinion crush counters should most of all have a second sound effect, that’s just slightly lower in pitch, for when two crush counters occur shortly after one another.
The crush counter visual and sound effects are fierce, and their impact makes sense when they happen as a single event, but when it’s a slug-fest with crush counters left and right, there should be a cool audio rhythm to it, so there’s a sense of progression and reason and not like reliving the same crush counter experience over and over.
I’d be really specific about when the same sound plays and when it alternates, and that might seem silly but I like that idea…
I think this would be fine, but I want to point out this is basically how he was in Season 1 and the community cried for nerfs.
Honestly I don’t think most SFV players want Ryu to be good.
a-cho is streaming SFV Arcade live right now.